Thursday, August 18, 2022

UltraShock, Your Basic Blaster Villain

Some villains have loads of sneaky tricks or versatile skill sets or weird powers.  This guy is not one of them. 

UltraShock

Last year Ray James was a mechanic working the street racing circuit, with aspirations of actually driving himself one day.  That changed the night he got a job to soup up a car with an ultratech gadget acquired from some dodgy inventor.  The thing worked, once, but after the test run Ray was checking it over when the thing pumped a few million volts through him as while vaporizing itself in a glare of exotic radiation.  He woke up with brand new lightning powers and a fortune in debt to the gambling syndicate who'd paid for the slagged super-booster.  Didn't take much thinking to see how the former would help with the latter, and in short order the world got introduced to UltraShock, the latest in a long string of superpowered muscle for hire.  Ray's okay with it.  Throwing lightning and bringing the thunder is more of a rush than driving would have been.  Who knew super-crime could be such a kick?  

Description: Tall, short-haired, wears a silver jumpsuit with the boots and forearms in red.  The suit is designed to conduct electricity with minimal resistance.  Unless concentrating on restraining his powers random arcs of lightning crawl over his body, accompanied by a crackling noise and the smell of ozone.  Don't loan him your phone.  He rarely wears civilian clothes, and when he does they quickly wind up looking scorched and tatty from accidental electrical burns. 

Gender: Male           Age: 24             Height: 6'0"          Eyes: Brown

Hair: Black                      Skin: Brown                  Build: Average

Approach: Focused

Archetype: Formidable (Weakness: Disrupting his electrical powers)

Health:  40 + (5 x H)

Powers: Electricity d12, Sonic d8                            

Qualities: Ranged Combat d10, Criminal Underworld Info d8, Manic Adrenaline Junkie d8

Status: No Weakness Penalties - d12 / Both Penalties and Bonuses - d8 / Only Weakness Penalties - d4

Abilities:

All Charged Up (A) Defend yourself using Electricity.  This Defend lasts until your next turn.  If an Attack deals more damage than the value of the Defend, end the Defend and deal damage to the Attacker equal to that value.  

Chain Lightning (A) Attack one target using Electricity.  That target cannot Defend or use reactions against that Attack.  Attack multiple other nearby targets using your Min die.

Living Battery (R) When Attacked with Electricity, Recover that amount of Health instead of taking damage.  When Hindered with Electricity, treat it as a Boost instead.

Reverberating Thunder (A) Boost using Sonic.  Use your Max die.  This bonus is persistent and exclusive.  Attack with your Mid die.

Roar of Thunder (A) Boost yourself using Sonic.  Use your Max die.  Boost a nearby ally using your Mid die.  Boost another nearby ally using your Min die.

Upgrades & Masteries (optional):

Power Boost (I) +20 Health.  Increase all Power dice sizes by one (max d12).  Gain Power Through It (R) Ignore all penalties on you for your action this turn.  Take irreducible damage equal to the total of those penalties.

Master of Annihilation (I) If you can cause massive collateral damage without regard for casualties, automatically succeed at an Overcome in a situation where a show of overwhelming force would help.

Tactics

UltraShock likes using his powers.  A lot.  He'll usually announce his presence with Reverberating Thunder, then keep the noise coming with Roar of Thunder to pump himself and his allies up further.  He'll hit groups of targets with Chain Lightning, and he's real careless about making sure he doesn't catch innocents or even allies with the secondary zaps.   If he's being hard-pressed or needs to buy time he'll defend with All Charged Up, piling any bonuses he has into it to really discourage attacks.  If anyone's dumb enough to try to use electrical effects against him, Living Battery will turn it to his benefit.

His weakness is anything that could plausibly interfere with electricity, so Hinders involving water, metal, various gadgets and inventions, and non-conductive materials all mess with his status die.  If he's got his upgrade he can use Power Through It as a reaction to get back to a d12, but then he's actually vulnerable to electrical effects till his next turn.  Getting taken out by another electrical power user will earn his undying enmity.

In addition to lacking much in the way of tricky powers (particularly mobility options), UltraShock is also a real adrenaline junkie at the best of times, and the more he cuts loose the worse he gets.  He's likely to be the villain that winds up getting captured if his allies decide to retreat.  Don't use metal handcuffs on him if you do catch him.


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